var e = require;
var t = module;
var o = exports;
var ii, nn = this && this.__extends || (ii = function (t, e) {
    return (ii = Object.setPrototypeOf || {
        __proto__: []
    }
        instanceof Array &&
        function (t, e) {
            t.__proto__ = e
        } ||
        function (t, e) {
            for (var o in e) Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o])
        })(t, e)
},
    function (t, e) {
        function o() {
            this.constructor = t
        }
        ii(t, e),
            t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o)
    }
),
    rr = this && this.__awaiter ||
        function (t, e, o, i) {
            return new (o || (o = Promise))(function (n, a) {
                function r(t) {
                    try {
                        l(i.next(t))
                    } catch (e) {
                        a(e)
                    }
                }
                function s(t) {
                    try {
                        l(i.
                            throw(t))
                    } catch (e) {
                        a(e)
                    }
                }
                function l(t) {
                    var e;
                    t.done ? n(t.value) : (e = t.value, e instanceof o ? e : new o(function (t) {
                        t(e)
                    })).then(r, s)
                }
                l((i = i.apply(t, e || [])).next())
            })
        };
var oo = (this && this.__decorate) ||
    function (e, t, a, n) {
        var i,
            o = arguments.length,
            s = o < 3 ? t : null === n ? (n = Object.getOwnPropertyDescriptor(t, a)) : n;
        if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) s = Reflect.decorate(e, t, a, n);
        else
            for (var r = e.length - 1; r >= 0; r--)
                (i = e[r]) && (s = (o < 3 ? i(s) : o > 3 ? i(t, a, s) : i(t, a)) || s);
        return o > 3 && s && Object.defineProperty(t, a, s), s;
    }; Object.defineProperty(o, "__esModule", { value: !0 });
var a = e("BaseModuleUI"),
    n = e("NotifyEventType"),
    i = e("GlobalParams"),
    r = e("role_node"),
    s = cc._decorator,
    l = s.ccclass,
    _ =
        (s.property,
            (function (e) {
                function t() {
                    var t = (null !== e && e.apply(this, arguments)) || this;
                    return (t.role_node = null), t;
                }
                return (
                    nn(t, e),
                    (t.prototype.initView = function () {
                        this.role_node = this.node.getComponent(r.default);
                    }),
                    (t.prototype.addEvent = function () {
                        this.attachEvent(n.default.SEND_PLAYER_MOVE_INFO, this.playerMoveInfo, this),
                            this.attachEvent(n.default.SEND_PLAYER_STOP_MOVE_INFO, this.playerStopMove, this),
                            this.attachEvent(n.default.SEND_PLAYER_FREE_SKILL, this.showPlayerSkill, this),
                            this.attachEvent(n.default.SEND_PLAYER_FREE_SKILL_ONE, this.showSkillOne, this),
                            this.attachEvent(n.default.SEND_PLAYER_FREE_SKILL_TWO, this.showSkillTwo, this),
                            this.attachEvent(n.default.SEND_PLAYER_FREE_SKILL_THREE, this.showSkillThree, this),
                            this.attachEvent(n.default.SEND_PLAYER_USE_PLAYER_SKILL, this.usePlayerSkill, this);
                    }),
                    (t.prototype.playerMoveInfo = function (e, t) {
                        i.GlobalParams.GameStart && this.role_node.roleMoveInfo(t);
                    }),
                    (t.prototype.playerStopMove = function () {
                        i.GlobalParams.GameStart && this.role_node.roleStopMove();
                    }),
                    (t.prototype.showPlayerSkill = function () {
                        this.role_node.roleCommonSkill();
                    }),
                    (t.prototype.showSkillOne = function () {
                        i.GlobalParams.MatchGamePlayer[i.GlobalParams.MatchMyIndex].skill_info[0] > 0 &&
                            this.role_node.roleSpecialSkillOne();
                    }),
                    (t.prototype.showSkillTwo = function () {
                        i.GlobalParams.MatchGamePlayer[i.GlobalParams.MatchMyIndex].skill_info[1] > 0 &&
                            this.role_node.roleSpecialSkillTwo();
                    }),
                    (t.prototype.showSkillThree = function () {
                        i.GlobalParams.MatchGamePlayer[i.GlobalParams.MatchMyIndex].skill_info[2] > 0 &&
                            this.role_node.roleSpecialSkillThree();
                    }),
                    (t.prototype.usePlayerSkill = function (e, t) {
                        if (i.GlobalParams.GameStart)
                            switch (t) {
                                case 1:
                                    cc.log("===疾跑==="), this.role_node.showSprintSkill();
                                    break;
                                case 2:
                                    cc.log("===加血==="), this.role_node.showAddHpSkill();
                                    break;
                                case 3:
                                    cc.log("===点燃==="), this.role_node.showLightSkill();
                                    break;
                                case 4:
                                    cc.log("===虚弱==="), this.role_node.showWeaknessSkill();
                                    break;
                                case 5:
                                    cc.log("===斩杀==="), this.role_node.showKillSkill();
                                    break;
                                case 6:
                                    cc.log("===闪现==="), this.role_node.showFlashSkill();
                            }
                    }),
                    oo([l], t)
                );
            })(a.default));
o.default = _;
